Gained Abilities

Racial Abilities

Tengu Weapon Proficiency: You gain proficiency with the longbow and the shortbow.

Fey Origin

Group Awareness: You grant non-tengu allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Tengu Accuracy: Encounter Power

Class/Path/Destiny Features

Inevitable Shot: You gain the inevitable shot power. You can use this power to call on spirits to send your projectile hurling toward another enemy when you miss with a ranged attack.

Bloodbond Seeker: You gain the encaging spirits power. In addition, while you are not wearing heavy armour, you can shift as a minor action.

Opportunity Fire: You can use a bow or a loaded crossbow to make opportunity attacks. These attacks don’t provoke opportunity attacks.

Feats

Level 1 : Warrior of the Wild [Multiclass Ranger]Benefit: You gain training in one skill from the ranger’s class skills list. (Endurance)
Once per encounter, you can use the ranger's Hunter's Quarry class feature. The target you designate as your quarry remains your quarry until the end of your next turn.
Level 2 : Weapon Proficiency (Greatbow)Benefit: You gain proficiency in a single weapon (Greatbow) of your choice.
Level 4 : Weapon Focus (Bow)Benefit: You gain a +1/tier feat bonus to damage rolls with bows.
Level 6 : Inescapable ShotBenefit: When you use your inevitable shot, you can make the ranged basic attack against an enemy within 10 squares of the creature you missed, instead of an enemy within 5 squares.
Level 8 : Bow ExpertiseBenefit: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Level 10 : Light StepBenefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your travelling group. Add 5 to the DC required to find or follow your tracks. If travelling with allies, you can share this benefit with up to five other characters. You gain a +1 feat bonus to Acrobatics checks and Stealth checks.
Level 11 : Primal EyeBenefit: You add your Dexterity or Strength modifier to damage rolls when you make ranged basic attacks.

Skills

Related Mod

=

Train

Abl

Msc

|

Skill

Ability

Trained?

+11

=

5

0

+5

+1

|

Acrobatics

(DEX)

+5

=

5

0

+0

+0

|

Arcana

(INT)

+10

=

5

5

+0

+0

|

Athletics

(STR)

X

+5

=

5

0

+0

+0

|

Bluff

(CHA)

+5

=

5

0

+0

+0

|

Diplomacy

(CHA)

+10

=

5

0

+5

+0

|

Dungeoneering

(WIS)

+11

=

5

5

+1

+0

|

Endurance

(CON)

X

+10

=

5

0

+5

+0

|

Heal

(WIS)

+5

=

5

0

+0

+0

|

History

(INT)

+15

=

5

5

+5

+0

|

Insight

(WIS)

X

+5

=

5

0

+0

+0

|

Intimidate

(CHA)

+18

=

5

5

+5

+3

|

Nature

(WIS)

X

+18

=

5

5

+5

+3

|

Perception

(WIS)

X

+5

=

5

0

+0

+0

|

Religion

(INT)

+11

=

5

0

+5

+1

|

Stealth

(DEX)

+5

=

5

0

+0

+0

|

Streetwise

(CHA)

+10

=

5

0

+5

+0

|

Thievery

(DEX)

Languages

Powers

At-Will Evocations:

Biting Swarm

Seeker Attack 1

Stinging spirit insects swarm around your enemy.

At-Will

Primal, Weapon

Standard Action

Ranged weapon

Target: One creatureAttack: Wisdom vs. AC

Hit: 1[W] + Wisdom modifier damage, and the target and each enemy adjacent to it take a –2
penalty to attack rolls until the start of your next turn.
Level 21: 2[W] + Wisdom modifier damage.

Hit: 1[W] + Wisdom modifier damage of the chosen type. Until the end of your next turn, any creature
that starts its turn adjacent to the target takes damage of the chosen type equal to your Dexterity
modifier.
Level 21: 2[W] + Wisdom modifier damage of the chosen type.

Hit: 1[W] + Wisdom modifier damage, and the target is slowed and can’t shift until the end of its next turn.
Level 21: 2[W] + Wisdom modifier damage.

Special: You can use this power as a ranged basic attack.

Encounter Evocations:

Inevitable Shot

Seeker Feature

Even as your target ducks under your shot, the projectile moves on its own to find another enemy.

Encounter

Primal

Free Action

Personal

Trigger: You miss a creature with a ranged attack

Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you
missed, using that creature’s space as the attack’s origin square.

Special: You regain the use of this power when you spend an action point.

Encaging Spirits

Seeker Feature

You call on protecting spirits to harry your foes.

Encounter

Primal

Minor Action

Close burst 1

- Level 11: Close burst 2
- Level 21: Close burst 3

Target: Each enemy in the burst

Effect: You push each target 1 square, and each target is slowed until the end of your next turn.

Flickering Arrow

Seeker Attack 1

With a flash, primal motes of light illuminate your target and dazzle those nearby.

Encounter

Primal, Weapon

Standard Action

Ranged weapon

Target: One creatureAttack: Wisdom vs. AC

Hit: 1[W] + 1d6 + Wisdom modifier damage. Until the end of your next turn, the target can’t benefit
from cover, concealment, or total concealment, and enemies take a –2 penalty to attack rolls while
within 2 squares of the target.

- Bloodbond: Enemies take the penalty while within a number squares of the target equal to 2 + your
Dexterity modifier.

- Spiritbond: The target takes a penalty to attack rolls equal to your Strength modifier until the end of
your next turn.

- Miss: You gain a +2 power bonus to attack rolls using ranged basic attacks until the end of your next
turn.

Wasp Sting Shot

Seeker Attack 7

Vicious wasps fill the air around your enemy, adding their stingers to your weapon’s bite.

Encounter

Poison, Primal, Weapon, Zone

Standard Action

Ranged weapon

Target: One creatureAttack: Wisdom vs. AC

Hit: 1[W] + 1d6 + Wisdom modifier poison damage. The attack creates a zone in a burst 1 centered
on the target. The zone lasts until the end of your next turn. Any enemy that enters the zone or starts
its turn there takes poison damage equal to your Wisdom modifier. An enemy can take this damage
only once per turn.

Special: You can use this power as a ranged basic attack.

Stab and Shoot

Sharpshooter Attack 11

You drive your arrow into an adjacent enemy, pull it out, load it, and fire it at another foe.

Encounter

Martial, Weapon

Standard Action

Melee 1

Requirement: You must be wielding a bow or crossbow.

Target: One creatureAttack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your turn. Make a
secondary attack.

- Secondary Target: One creature other than the primary target in weapon range.

- Secondary Attack: Dexterity vs. AC

- Hit: 2[W] + Dexterity modifier damage.

Daily Evocations:

Swarming Bats

Seeker Attack 1

Your attack brings with it a flutter of bat spirits that confuse your enemies.

Daily

Primal, Weapon, Zone

Standard Action

Area burst 2 within 10 squares

Target: Each enemy in the burstAttack: Wisdom vs. Reflex

Hit: 1[W] + Wisdom modifier damage.

Effect: You slide each target 1 square. The burst creates a zone of difficult terrain that lasts until the
end of your next turn. The zone is also difficult terrain for flying creatures. While within the zone,
enemies grant combat advantage. As a move action, you can move the zone 4 squares.

Sustain Minor: The zone persists.

Ensnaring Shot

Seeker Attack 5

Just before your shot strikes your foe, the projectile explodes into tiny, burrowing seeds that grow into binding vines.

Effect: The attack creates a zone of difficult terrain in a burst 1 centered on the primary target. The zone
lasts until the end of your next turn. Until the zone ends, you can use the Ensnaring Shot Attack power,
using a square within the zone as the origin square.

Sustain Minor: The zone persists.

Ensnaring Shot Attack

Just before your shot strikes your foe, the projectile explodes into tiny, burrowing seeds that grow into binding vines.

At-Will

Primal, Weapon, Zone

Opportunity Action

Close burst 1

Trigger: An enemy enters the zone or starts its turn thereAttack: Wisdom vs. ReflexTarget: The triggering enemy in the burst

Hit: The target is immobilized (save ends).

Requirement: The Ensnaring Shot power must be active in order to use this power.

Nature's Vengeance

Seeker Attack 9

When you attack, nature responds with vines that ensnare your enemies.

Daily

Primal, Weapon, Zone

Standard Action

Melee or Ranged weapon

Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee
attack with this power.

Effect: The attack creates a zone in a burst 1 centered on the target. The zone lasts until the end of
your next turn. Whenever an enemy within the zone deals damage with an attack, that enemy is
immobilized (save ends). If that enemy is already immobilized, it takes 5 damage, and it is
restrained instead of immobilized (save ends).

Sustain Minor: The zone persists.

Utility Evocations:

Warding Arrow

Seeker Utility 2

Your fired arrow speeds back to intercept your enemy’s attack.

Encounter

Primal

Immediate Interrupt

Personal

Requirement: You must be wielding a bow

Trigger: You would be hit by a melee attack

Effect: You gain a +2 bonus to all defenses until the start of your next turn. If the triggering attack still
hit you, the triggering attacker grants combat advantage to you until the start of your next turn.

Swirling Arrows

Seeker Utility 6

Although the shot goes wide, the spirit lurking in the arrow refuses to surrender and flies off again to find a
target.

Encounter

Primal

Free Action

Personal

Requirement: You must be wielding a bow

Trigger: You miss with the ranged basic attack granted by inevitable shot.

Effect: You regain inevitable shot and you use it immediately.

Feywild Jaunt

Seeker Utility 10

You vanish into the Feywild. A moment later, you reappear some distance away from where you
disappeared.

Encounter

Primal

Move Action

Personal

Effect: You are removed from play. At the start of your next turn, you reappear in an unoccupied
space of your choice. That space must be within a number of squares of the space you left equal to
your speed.

Item Powers:

Inevitable Greatbow +3: Daily (Free Action): Trigger: You miss with a ranged attack. Effect: Make a ranged basic attack against a different enemy using the primary target’s space as the origin square.

Summoned Drowmesh: At-Will (Minor Action): You banish this armour to a secure extradimensional location. At any point in the future, unless you are wearing armour, you can use another minor action to recall the armour. The armour appears on you as though you had donned it normally.

Periapt of Cascading Health +2: Encounter (Minor Action): You end one condition that a save can end.

Bracers of Archery (Heroic): Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.

Bracers of Archery (Heroic): Daily (Minor Action): Ignore cover on your next attack this turn when using a bow or longbow.

Other:

-

Equipment and Gear

Weapons

Prof. Bonus

ENH

DMG

RNG

Properties

Inevitable Greatbow

+2

+3

1d10

25/50

Load Free; +3d6 critical, or +3d10 with a Ranged Basic Attack

Magic Sickle

+2

+1

1d6

Melee

Off-Hand

Armour

AC Bonus

Check Penalty

Speed

Properties

Summoned Drowmesh

+2

-0

-0

+1 to Reflex

Money
PP: 23
GP: 2
SP: 9
CP: 10

Total: 2,303.00 GP

Equipment/Magic Items

Inevitable Greatbow +3, 5 lbs.

Arrows (60), 6 lbs.

Magic Sickle +1, 2 lbs.

Summoned Drowmesh +3, 15 lbs.

Periapt of Cascading Health +2

Eagle Eye Goggles (Heroic)

Bracers of Archery (Heroic)

Standard Adventurer's Kit, 33 lbs.

Backpack

Bedroll

Flint and steel

Pouch, belt

Rations, trail (10 days)

Rope, hempen (50 ft.)

Sunrods x2

Waterskin, full

Total weight: 56 lbs.

NormalLoad

HeavyLoad

MaxDrag

110 lbs.

220 lbs.

550 lbs.

Personality

Mannerisms

Appearance

Height: 5'1"
Weight: 125 lbs.
Age: 43
Hair: White
Eyes: Yellow

Background

Something involving Youkai Mountain.

Forest WardenI’m just part of the Whorlwood. But I’m its leaves, its branches, its trunk, its roots.
You regard yourself as part of the natural world—but you’re the part of the natural world that nurtures and protects the rest. You strive against dangers both mundane (like a rapacious woodcutter) and magical (a mysterious taint that kills vegetation by night). Why are you now an adventurer rather than still in your forest? How do you react when you’re taken far from the natural world, like the heart of a city or another plane of existence? Is there a particular enemy of the forest that you’re still striving against?Benefit: You add Nature and Perception to your class skill list, and you gain a +1 bonus to Nature and Perception checks.

Feats
1) Warrior of the Wild [Ranger Multiclass]: You gain training in one skill from the ranger’s class skills list. (Endurance) Once per encounter, you can use the ranger's Hunter's Quarry class feature.
2) Weapon Proficiency: You gain proficiency in a single weapon (Greatbow) of your choice.
4) Weapon Focus (Bows): Gain +1/tier feat bonus to damage rolls with bows.
6) Inescapable Shot: When you use your inevitable shot, you can make the ranged basic attack against an enemy within 10 squares of the creature you missed, instead of an enemy within 5 squares.
8) Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
10) Light Step: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your travelling group. Add 5 to the DC required to find or follow your tracks. If travelling with allies, you can share this benefit with up to five other characters. You gain a +1 feat bonus to Acrobatics checks and Stealth checks.

11) Primal Eye: You add your Dexterity or Strength modifier to damage rolls when you make ranged basic attacks.
12) Inevitable Volley: When you use your inevitable shot, you can make two ranged basic attacks instead of one, each against a different target.
14) Point-Blank Shot: If you make a ranged attack against a foe within 5 squares of you, your attack ignores cover and concealment, including superior cover but not total concealment.
-> Retrained to Inevitable Accuracy at 21: When you use your inevitable shot and don't hit with it,you regain the use of the power.
16) Grazing Shot: If you miss with a ranged basic attack that doesn't deal damage on a miss, the target takes damage equal to your Dexterity modifier.
18) Sly Hunter: You gain a +3 bonus to damage rolls with bow attacks against any target that has no creature within 3 squares of it.
20) Distant Shot: You ignore the -2 penalty for making ranged attacks at long range.

21) Bow Mastery: When you make a ranged attack with a bow or a crossbow, you can score a critical hit on a roll of 19-20.
22) Deft Aim: Whenever you use a bow or a crossbow to make a ranged basic attack against AC, you can make the attack against Reflex instead.
24) Hawkeye Warrior: When you use the elven accuracy racial power, you gain a +1 bonus to attack rolls against the target of the attack until the end of the encounter.
26) Long Step: Whenever you shift, you can shift 1 additional square.
28)
30) Primal Resurgence: Once per day, when you become bloodied, as a free action you can regain the use of a primal daily power you have already used today.